I'm still doing a deep dive into the different weapons and stances, but so far this has been the most significant improvement to gameplay since Movement 2.0. Probably the biggest change has been to the variety of viable mod configurations - some of mine are centered around building combo for boosting mods and never letting it drop, like how many were before, but now I've also built some centered around pumping and dumping combo, and others that just rely on starting combo for spamming heavy attacks. Most of my problems have been technical, like some mods not working right and others only working if you're host. My initial thoughts and concerns regarding the current system:
-I'm not entirely sure how Glaives work alongside heavy attacks. The throw is on the heavy key, but it doesn't seem to either dump the combo counter or benefit from the multiplier / heavy mods. I'm totally ready to accept that this could just be me not understanding the weapon's altered stances, though.
-Heavy attack wind-ups are far too slow on the whole. I really only use them when I've modded specifically for them via either Amalgam Organ Shatter or Killing Blow, otherwise they're just too clumsy to reliably make use of, even while standing in the middle of a group that isn't getting vaporized by your teammates.
-Lifting isn't a significant mechanic. It's main use seems to be to keep heavier targets teed up for follow-ups if they should survive a heavy attack or heavy slam. In practice, it's basically just another status effect - which is fine, but not something I would go out of my way to mod for or even really think about while playing.
-Gunblades stances feel kind of awkward. I don't know what could be done about that aside from an entirely new, different stance, but in general they feel kind of stilted and janky.
Thank you, DE, for finally getting this update through. Hopefully I'll have more detailed feedback once I've put a few dozen more hours into the new system.